DarkflameServer/dScripts/ai/AG/AgQbElevator.cpp

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#include "AgQbElevator.h"
#include "EntityManager.h"
#include "GameMessages.h"
void AgQbElevator::OnStartup(Entity* self) {
2022-07-28 13:39:57 +00:00
}
//when the QB is finished being built by a player
void AgQbElevator::OnRebuildComplete(Entity* self, Entity* target) {
self->SetProximityRadius(proxRadius, "elevatorProx");
self->SetI64(u"qbPlayer", target->GetObjectID());
float delayTime = killTime - endTime;
if (delayTime < 1) delayTime = 1;
GameMessages::SendPlatformResync(self, UNASSIGNED_SYSTEM_ADDRESS, true, 0,
0, 0, eMovementPlatformState::Stationary);
//add a timer that will kill the QB if no players get on in the killTime
self->AddTimer("startKillTimer", killTime);
}
void AgQbElevator::OnProximityUpdate(Entity* self, Entity* entering, std::string name, std::string status) {
//make sure we haven't already started pathing.
if (self->GetBoolean(u"qbPlayerRdy")) return;
if (status == "ENTER") {
Entity* builder = Game::entityManager->GetEntity(self->GetI64(u"qbPlayer"));
if (builder && builder == entering) {
//the builder has entered so cancel the start timer and just start moving
self->SetBoolean(u"qbPlayerRdy", true);
self->CancelTimer("StartElevator");
GameMessages::SendPlatformResync(self, UNASSIGNED_SYSTEM_ADDRESS, true, 0,
1, 1, eMovementPlatformState::Moving);
} else if (!self->GetBoolean(u"StartTimer")) {
self->SetBoolean(u"StartTimer", true);
self->AddTimer("StartElevator", startTime);
}
}
}
void AgQbElevator::OnTimerDone(Entity* self, std::string timerName) {
if (timerName == "StartElevator") {
GameMessages::SendPlatformResync(self, UNASSIGNED_SYSTEM_ADDRESS, true, 0,
1, 1, eMovementPlatformState::Moving);
} else if (timerName == "startKillTimer") {
killTimerStartup(self);
} else if (timerName == "KillTimer") {
self->Smash(self->GetObjectID(), eKillType::VIOLENT);
}
}
void AgQbElevator::killTimerStartup(Entity* self) const {
self->CancelAllTimers();
self->AddTimer("KillTimer", endTime);
self->SetNetworkVar<float>(u"startEffect", endTime); // Blinking effect
}